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When you’re first starting out, don’t worry if you can only create only a simple game. Remember, with creating any game there will invariably be technical setbacks that may push back your timeline or release date. Try to prepare for that as best as possible and not set yourself up for failure and disillusionment. Keep in mind that the specific platform that you’ll be developing for will have its own rules about how the game must function before it can be released as well, so work closely with the appropriate contact to clearly understand the specifications exactly so that you’re not in a bind at the last minute.

Remember that constraints serve a purpose. Don’t let the constraint of not being able to create a game based solely from your own vision get you down. Many times, it is this vision that creates a paralysis in us that makes us scared to take any initiative on a project. This is because the vision feels so massive. On the contrary, constraints help to guide us and feed us manageable chunks. When we work with someone else’s vision we can become innovative and creative in ways we never dreamed. Plus, if the game flops, it’s not your fault.

No matter what you do you’ll always be working within constraints. If you have creative autonomy, then you’ll lack a Hollywood budget. If you have a Hollywood budget, then your boss will be holding your hand through the entire project. It’s good to know upfront what you can control and what you need to feel like you need to control in order to feel satisfied. Some people need creative autonomy in order to show the world what they can really do and other do not. Dictating what type of person you are early will save you a heap of frustration in the long-run. Be clear about what you’re after, and plan accordingly. The game development community needs more success stories.

About The Author

With over half a decade of experience in CRO and copywriting, Daniel has been building brands, growing communities, and directing marketing strategy for hundreds of venture-backed startups, creatives, and companies worldwide.